Veladarius Posted January 10, 2018 Author Posted January 10, 2018 3 hours ago, Shaddranat said: Yup...It's me again. This time, I seem to be getting hung up at the beginning of the Elisif quest. I got the quest from Master, went straight to Solitude and talked to Elisif. In game, it's around 7pm. I tell her I've got something to show her, yadda yadda, she says go back to her room and we'll talk there. I get to her room, show her the letter and she asks me to set the items on the table (yes, I have the items on me)...and then I lose control of my character who then decided to walk out. And it's not just the room, but the palace and, if I had let it go long enough, probably the city as well. She just keeps walking. No idea where she is going. I've been pouring over this thread for almost two hours now trying to find something so I wouldn't have to post about this, and while I've found a number of things that have cropped up for this quest, they have all been AFTER the part I can't seem to get past. ----------------- Ok, what I've found so far: CDxExpQuest03 -> stage 75 -> Elisif standing in her room waiting for me CDxExpQuest03 -> stage 100 -> Me losing control of my character and walking TF outta Dodge...er...Solitude. There didn't appear to be anything in between these two stages (that I found) so I'm lost. There is a force greet that did not end properly and is still active and is trying to finish (Skyrim gives those priority). What was the last quest that you did in CD? I can likely give you a few scene ID's to check to see if they are playing and if found we can end it and you can continue with Elisif. Generally this happens because the dialogue did not register as completed by the scene and will restart it to complete it. Why it tries to restart it is that I have scenes set to pause if interrupted so if another mod's animation event goes off the scene can continue when it is done and not just end. Why it doesn't end can be a number of things but there is one particular instance that has plagued players for some time and that is the move to the barracks in Property Slave. There is a scene that happens in the Barracks (which lets me transfer your belongings there) and then the scene ends and you are moved to the Smithy and for many people the barracks dialogue starts again and that dialogue and De'Zra's dialogue just loop. I found that at the end of the scene in the barracks if the player still has dialogue options showing on the screen (is considered not said thus unfinished) then it will loop, if it is not there then it will work as normal. I tested this numerous times and the results were the same every time. This is one reason for it to go into a loop while the other is that the dialogue is cut short either by trying to push through it or something else interrupts it. Many of these problem spots have 'endscene' commands for the scenes that repeat but they don't seem to be effective in the quest scripts but do work in the console.
Veladarius Posted January 10, 2018 Author Posted January 10, 2018 43 minutes ago, LabelDegree said: I don't know why but there is no mcm menu for this mod as well as that, i cant start any kind of quest because when i talk to master when i go to talk to her she says her 2 welcoming sentences then dialogue ends and she just hums can any1 tell why this is. P.s. Im new to modding so plz keep it simple Thnx 1 - Check that the MCM menu's for ZAZ Animation Pack, Devious Devices and Sexlab are all working, if not do the steps in #2 with those as well as Captured Dreams (CD) 2 - Do a clean save. Move to Falkreath (preferably within a building) and save the game. Disable CD (and any other mods not working), load the game, save it and exit. Enable the mods you disabled then load the game and let them initialize again. Hopefully the MCM will start up. 3 - if #2 didn't work then get a mod from the nexus called Jaxonz MCM Kicker, it should start any MCM menus not running. Once you use it disable it or it will go through your MCM menu's every time you load the game. 4 - if that did not work then give me a papyrus log (upload the log file here, don't copy and paste the contents of it here as I will just ask you for the log itself) of starting up the game and let it run a few minutes to let things settle so I can see what is happening. How to enable log and where it is at.
LabelDegree Posted January 10, 2018 Posted January 10, 2018 1 hour ago, Veladarius said: 1 - Check that the MCM menu's for ZAZ Animation Pack, Devious Devices and Sexlab are all working, if not do the steps in #2 with those as well as Captured Dreams (CD) 2 - Do a clean save. Move to Falkreath (preferably within a building) and save the game. Disable CD (and any other mods not working), load the game, save it and exit. Enable the mods you disabled then load the game and let them initialize again. Hopefully the MCM will start up. 3 - if #2 didn't work then get a mod from the nexus called Jaxonz MCM Kicker, it should start any MCM menus not running. Once you use it disable it or it will go through your MCM menu's every time you load the game. 4 - if that did not work then give me a papyrus log (upload the log file here, don't copy and paste the contents of it here as I will just ask you for the log itself) of starting up the game and let it run a few minutes to let things settle so I can see what is happening. How to enable log and where it is at. here you go Papyrus Logs.rar
Veladarius Posted January 10, 2018 Author Posted January 10, 2018 6 minutes ago, LabelDegree said: 3here you go Papyrus Logs.rar Looking at Log 2, mods with script prefixes of CRDE (load position of 6D) has some errors in monitoring the player. Mod with script prefix of DFW (Devious Framework? Not sure and there are no ID's with the entries) is making multiple scans every second and monitoring every item equipped and unequipped which uses quite a bit of resources. Even Creature Framework is getting drowned out in this. Also looks like CD is not enabled as there are a lot of missing property errors for it as well as some other mods. All of the logs have missing property errors for CD so if it was enabled during one of these logs there was a definite issue. Was this a new game or was DD updated from an older version such a v3 as v4 should not have these issues?
LabelDegree Posted January 10, 2018 Posted January 10, 2018 This was a new game yes and i have no idea about DD. Could you link me to the latest version of DD? just so i can make sure. Also, the items and the shop and stuff like is there its just that the masters dialogue is broken
Veladarius Posted January 10, 2018 Author Posted January 10, 2018 36 minutes ago, LabelDegree said: This was a new game yes and i have no idea about DD. Could you link me to the latest version of DD? just so i can make sure. Also, the items and the shop and stuff like is there its just that the masters dialogue is broken Latest version should have the links in DD Assets, Integration and Expansion. I have downloaded them but not installed them and links should be on their pages (only version they have currently). I don't think your installation of DD is bad though, no errors from it just the other mods I pointed out causing some difficulties in hogging resources. I suggest doing a clean save with CD uninstalled, use a save cleaner to clean out the CD related things and reinstall. Only Part 1 and any optional esp's from part 5 needs uninstalled as it has the esp and scripts, everything else can stay and will not have any impact on the save game. If the MCM menu does not come up try the Jaxonz MCM Kicker mod from the nexus, I have used it and it works just don't keep it active after you used it, only activate it when you need it.
LabelDegree Posted January 10, 2018 Posted January 10, 2018 39 minutes ago, Veladarius said: Latest version should have the links in DD Assets, Integration and Expansion. I have downloaded them but not installed them and links should be on their pages (only version they have currently). I don't think your installation of DD is bad though, no errors from it just the other mods I pointed out causing some difficulties in hogging resources. I suggest doing a clean save with CD uninstalled, use a save cleaner to clean out the CD related things and reinstall. Only Part 1 and any optional esp's from part 5 needs uninstalled as it has the esp and scripts, everything else can stay and will not have any impact on the save game. If the MCM menu does not come up try the Jaxonz MCM Kicker mod from the nexus, I have used it and it works just don't keep it active after you used it, only activate it when you need it. Tried both but the only difference was that it showed something about cd device arrays being ready (whatever that means)
Veladarius Posted January 10, 2018 Author Posted January 10, 2018 1 hour ago, LabelDegree said: Tried both but the only difference was that it showed something about cd device arrays being ready (whatever that means) V4.15 has all of its custom devices stored in array's, it is much faster using them as I can have all the info needed to equip a device instantly instead of using DD's commands to look up the parts. If you have seen that then it should be running properly. If the MCM menu still won't come up even after doing everything and trying the mod I told you about then I am out of ideas other than the other mods I mentioned are overloading papyrus and not letting it initialize. Everyone who I have helped before was usually able to get it to start using the clean save, some resorted to Jaxonz mod which worked for them. I run about 240 mods and have no issues with any MCM menu's starting but I don't use the two mods I said were taking up resources, mainly for that reason (I have dumped a number of mods for being disruptive and could not be adjusted). I have 2 mods that I am using that update fairly often while playing but they have not been an issue as of yet (Milk Mod Economy and Be a Cow, Be a Cow updates constantly). Try disabling those mods and see if CD's menu will start then, that is the only thing I can suggest at this point.
crudo Posted January 10, 2018 Posted January 10, 2018 Have two minor problems with CD and one larger one that I can't identify to a specific mod. First for CD I ran into an issue after failing a delivery that the Master would not punish the PC. The message came up that punishment was about to start and then nothing. It was further complicated by the fact that the mod would not remove the collar and belt. You could see it trying to as the both would disappear and the reappear with the sound associated wearing and removing an item. I tried the debug in MCM to cancel the quest from an earlier save and while the quest cancelled the devices would not be removed, doing the same off then on again process. I also had an issue with one of the soulgem plugs, both the Fighter version and Orgasmo, after a time they would not stop until removed. It seemed to happen after a period of waiting or sleeping. The larger issue where I can't identify the source is both the yoke and armbinder do not lock the players arms. First noted when wearing the Yoke in CD's slavery start and later when the Master put an armbinder on my character. All of this started after I updated to DDi and DDx 4.0. The exception was the Master not punishing after the failed delivery. The punishment for being unable to retrieve delivery works just fine. Sorry for the wall of text, just wanted to be thorough. Maybe others are having similar issues and know of solutions. Thanks. EDIT - I just learned that Sexlab Inflation Framework overwrites a script in DDi that interferes with the yoke and armbinder, possibly other things as well. I went back NMM and reloaded DDi over SLIF to see if I can correct the problem.
Shaddranat Posted January 10, 2018 Posted January 10, 2018 8 hours ago, Veladarius said: There is a force greet that did not end properly and is still active and is trying to finish (Skyrim gives those priority). What was the last quest that you did in CD? I can likely give you a few scene ID's to check to see if they are playing and if found we can end it and you can continue with Elisif. Generally this happens because the dialogue did not register as completed by the scene and will restart it to complete it. Why it tries to restart it is that I have scenes set to pause if interrupted so if another mod's animation event goes off the scene can continue when it is done and not just end. Why it doesn't end can be a number of things but there is one particular instance that has plagued players for some time and that is the move to the barracks in Property Slave. There is a scene that happens in the Barracks (which lets me transfer your belongings there) and then the scene ends and you are moved to the Smithy and for many people the barracks dialogue starts again and that dialogue and De'Zra's dialogue just loop. I found that at the end of the scene in the barracks if the player still has dialogue options showing on the screen (is considered not said thus unfinished) then it will loop, if it is not there then it will work as normal. I tested this numerous times and the results were the same every time. This is one reason for it to go into a loop while the other is that the dialogue is cut short either by trying to push through it or something else interrupts it. Many of these problem spots have 'endscene' commands for the scenes that repeat but they don't seem to be effective in the quest scripts but do work in the console. The last one I did before getting the mission for Elisif was a normal delivery. Before that was a retrieval. If those don't count, then it was the Sub session in the VIP house. All of those seemed to work fine thought. *shrug* 10 hours ago, valcon767 said: i doubt it is the same problem i had (my PC walked all the way out of Solitude and then gave me control back), but mine was a minor mod conflict. i had to progress a different mod's quest that involved Elisif (the mod that lets you take Elisif as a companion/follower). in my case i had to talk to a guard (a Solitude guard outside the city) and progress the other mod's Elisif quest so that CD worked again. Alas, I don't have any mods that effect Elisif at all...excepting, of course, for Captured Dreams and the very quest I'm trying to do, lol.
Veladarius Posted January 10, 2018 Author Posted January 10, 2018 51 minutes ago, Shaddranat said: The last one I did before getting the mission for Elisif was a normal delivery. Before that was a retrieval. If those don't count, then it was the Sub session in the VIP house. All of those seemed to work fine thought. *shrug* Alas, I don't have any mods that effect Elisif at all...excepting, of course, for Captured Dreams and the very quest I'm trying to do, lol. Do you have a save from just after the session in the vip house? If so, load it and disable your controls? If so load it and disable your controls and see if you start moving on your own.
Shaddranat Posted January 10, 2018 Posted January 10, 2018 1 hour ago, Veladarius said: Do you have a save from just after the session in the vip house? If so, load it and disable your controls? If so load it and disable your controls and see if you start moving on your own. Ok, THAT was weird. I didn't have the save from after the VIP, but I did have one from before I talked to elisif, so I loaded that, went back to the VIP house and disabled player controls. Lo and behold I started walking... Right out of the VIP house and into the shop. I went and stood oh on the rug in the back and master started devicing me up. Then POOF... We're at the thalmor embassy, only master is there this time and a different sequence is playing. This is almost getting funny now..... Oh! I also don't seem to have a quest for this second thalmor trip. No idea what's wrong this time
Veladarius Posted January 10, 2018 Author Posted January 10, 2018 32 minutes ago, Shaddranat said: Ok, THAT was weird. I didn't have the save from after the VIP, but I did have one from before I talked to elisif, so I loaded that, went back to the VIP house and disabled player controls. Lo and behold I started walking... Right out of the VIP house and into the shop. I went and stood oh on the rug in the back and master started devicing me up. Then POOF... We're at the thalmor embassy, only master is there this time and a different sequence is playing. This is almost getting funny now..... Oh! I also don't seem to have a quest for this second thalmor trip. No idea what's wrong this time The startup for the Embassy trip likely didn't finish out properly and the quest didn't start from the point that the initial quest objectives were set. Was the first trip done voluntarily or as a punishment?
Shaddranat Posted January 11, 2018 Posted January 11, 2018 2 hours ago, Veladarius said: The startup for the Embassy trip likely didn't finish out properly and the quest didn't start from the point that the initial quest objectives were set. Was the first trip done voluntarily or as a punishment? Voluntarily. I got a courier with a request, I showed up, she asked me to go and I did.
LabelDegree Posted January 11, 2018 Posted January 11, 2018 10 hours ago, Veladarius said: V4.15 has all of its custom devices stored in array's, it is much faster using them as I can have all the info needed to equip a device instantly instead of using DD's commands to look up the parts. If you have seen that then it should be running properly. If the MCM menu still won't come up even after doing everything and trying the mod I told you about then I am out of ideas other than the other mods I mentioned are overloading papyrus and not letting it initialize. Everyone who I have helped before was usually able to get it to start using the clean save, some resorted to Jaxonz mod which worked for them. I run about 240 mods and have no issues with any MCM menu's starting but I don't use the two mods I said were taking up resources, mainly for that reason (I have dumped a number of mods for being disruptive and could not be adjusted). I have 2 mods that I am using that update fairly often while playing but they have not been an issue as of yet (Milk Mod Economy and Be a Cow, Be a Cow updates constantly). Try disabling those mods and see if CD's menu will start then, that is the only thing I can suggest at this point. i tried to uninstall DFW and a clean save but nothing changed
pnutz78 Posted January 13, 2018 Posted January 13, 2018 Hi Vel, hope you are well. Have been tinkering with new versions of Zaz (8.0) and the new DDX and DDI. What can I say- I somehow broke your mod :-). I went back on ZaZ to version 7 but for the life of me I cannot trigger any punishment scenes for failed deliveries: Master says- I am very disappointed -> punishment starting and then I am frozen and nothing happens. I have attached the papyrus log, and do see a few CDX framework errors among others. Also attached my mod load order in case I am doing something wrong. Any feedback would be very much appreciated- maybe its the fault of the new DDI version.... Papyrus.0.log
Veladarius Posted January 14, 2018 Author Posted January 14, 2018 2 hours ago, pnutz78 said: Hi Vel, hope you are well. Have been tinkering with new versions of Zaz (8.0) and the new DDX and DDI. What can I say- I somehow broke your mod :-). I went back on ZaZ to version 7 but for the life of me I cannot trigger any punishment scenes for failed deliveries: Master says- I am very disappointed -> punishment starting and then I am frozen and nothing happens. I have attached the papyrus log, and do see a few CDX framework errors among others. Also attached my mod load order in case I am doing something wrong. Any feedback would be very much appreciated- maybe its the fault of the new DDI version.... Papyrus.0.log Did you update to DD v4 mid game? If so that breaks DD as there are major differences between them and are not compatible with each other. I ask because there are a lot of DD property errors in this. CD errors I am seeing are for: - missing ZAP animation on the belt properties - Getting your location for the CD courier - errors looking up the location of the Delivery Quest target (normal as it can return invalid locations and has to choose again) - errors trying to look up info for the armbinder via DD generic commands (expected with v4 of DD since the armbinder keyword is no longer used to identify the device) Also, if you did update DD mid game it would break the equip script so devices would have issues being equipped. I did not see any specific errors relating to the punishment quest other than possibly the equipping of the armbinder. Some people have had issues with the handover between the delivery and punishment quest, I don't know if I changed that on v4.15 or v4.16 to one of the different ways the Punishment quest can be started (there are about 6 of them).
pnutz78 Posted January 14, 2018 Posted January 14, 2018 41 minutes ago, Veladarius said: Did you update to DD v4 mid game? If so that breaks DD as there are major differences between them and are not compatible with each other. I ask because there are a lot of DD property errors in this. CD errors I am seeing are for: - missing ZAP animation on the belt properties - Getting your location for the CD courier - errors looking up the location of the Delivery Quest target (normal as it can return invalid locations and has to choose again) - errors trying to look up info for the armbinder via DD generic commands (expected with v4 of DD since the armbinder keyword is no longer used to identify the device) Also, if you did update DD mid game it would break the equip script so devices would have issues being equipped. I did not see any specific errors relating to the punishment quest other than possibly the equipping of the armbinder. Some people have had issues with the handover between the delivery and punishment quest, I don't know if I changed that on v4.15 or v4.16 to one of the different ways the Punishment quest can be started (there are about 6 of them). Thx for the quick response. It actually was a brand new game, I reinstalled CD, DDI, DDX, ZaZ and XP32 max skeleton (as I previously saw errors related to the combat animations) and the new version of Kimi's cursed loot. I did this in a couple of different permutations always with a new game and deleted all previous saves, meshes and FNIS assets. I wonder if this could have to do with the way the DD meshes were created- originally, I used "bodyslide" to create them for the old DD mods. Even though I regenerated them, I wonder if they somehow still use pre DDI 4.0 designations and that somehow interferes with CD and DDI correctly recognizing the extra devices put on me by the bandits........but at this point I am out of ideas on how to resolve this. Maybe I should wait for your next version and then delete every single mod and start from scratch.....Are there any other potential mod conflicts or issues with what you saw in my load order?
Veladarius Posted January 14, 2018 Author Posted January 14, 2018 I don't see anything that would cause the issues. After you start a new game are you saving, quitting and reloading the game? DD uis set up so it doesn't fully initialize until the second time a game is loaded. As for the punishment quest, use sqv cdxpunishmentset01 and see if the aliases have been filled or not. If they have been then use startscene xx12ed7a with xx being the load position of CD (hexadecimal value, help cdx and it will be the first 2 digits of anything that comes up). If the properties did not fill then the delivery quest dialogue did not properly complete and start the punishment quest (I have done all I can to prevent this).
pnutz78 Posted January 14, 2018 Posted January 14, 2018 39 minutes ago, Veladarius said: I don't see anything that would cause the issues. After you start a new game are you saving, quitting and reloading the game? DD uis set up so it doesn't fully initialize until the second time a game is loaded. As for the punishment quest, use sqv cdxpunishmentset01 and see if the aliases have been filled or not. If they have been then use startscene xx12ed7a with xx being the load position of CD (hexadecimal value, help cdx and it will be the first 2 digits of anything that comes up). If the properties did not fill then the delivery quest dialogue did not properly complete and start the punishment quest (I have done all I can to prevent this). Thx Vel, will try this and let you know. One more observation: I think the problem actually starts much earlier when the bandits intercept me and start their dialogue. The initial part of the conversation is correct until I tell them that they will have to take the delivery from me. After the fight, there appears to be some part of the conversation missing when they used to say something like "so you won't follow us we are going to tie you up". In the past they usually applied an armbinder or a yoke which no longer happens. Also the other devices they apply take about 40 seconds to actually show on my char, much longer than before.....so I think the process actually breaks there and when I get back to the master with this incomplete script progression it leads to the observed issue with punishment scene not starting. Just a theory, unfortunately I can't prove it. Will probably at some point go ahead and start fresh when your next version for CD comes out.
Veladarius Posted January 14, 2018 Author Posted January 14, 2018 6 minutes ago, pnutz78 said: Thx Vel, will try this and let you know. One more observation: I think the problem actually starts much earlier when the bandits intercept me and start their dialogue. The initial part of the conversation is correct until I tell them that they will have to take the delivery from me. After the fight, there appears to be some part of the conversation missing when they used to say something like "so you won't follow us we are going to tie you up". In the past they usually applied an armbinder or a yoke which no longer happens. Also the other devices they apply take about 40 seconds to actually show on my char, much longer than before.....so I think the process actually breaks there and when I get back to the master with this incomplete script progression it leads to the observed issue with punishment scene not starting. Just a theory, unfortunately I can't prove it. Will probably at some point go ahead and start fresh when your next version for CD comes out. The issue is v4 and the armbinder. If you didn't kill any of them it tries to use a standard armbinder (judging from the errors I am seeing from CD about the armbinder this is likely) and this error repeats a number of times and is likely the cause of the delay. This should not be connected to the issue with punishments not starting as one of my testers had this issue quite often, I am guessing that the change to how it starts was done in v4.16 which is currently in production. If the aliases were set then the above process of using the startscene should start the punishment as that is the scene that should be started by the dialogue.
valcon767 Posted January 14, 2018 Posted January 14, 2018 10 hours ago, pnutz78 said: Hi Vel, hope you are well. Have been tinkering with new versions of Zaz (8.0) and the new DDX and DDI. What can I say- I somehow broke your mod :-). I went back on ZaZ to version 7 but for the life of me I cannot trigger any punishment scenes for failed deliveries: Master says- I am very disappointed -> punishment starting and then I am frozen and nothing happens. I have attached the papyrus log, and do see a few CDX framework errors among others. Also attached my mod load order in case I am doing something wrong. Any feedback would be very much appreciated- maybe its the fault of the new DDI version.... Papyrus.0.log if this load order is accurate (in the screenshots) you have some other issues as well that should be checked: the unmanaged stuff (base skyrim game) are loading in the wrong order they should load (left pane of MO) 0 - Dawnguard 1 - Hearthfires 2 - Dragonbron 3 - Highrestexturepack01 4 - Highrestexturepack02 5 - Highrestexturepack03 no USLEEP ??? USLEEP is very useful in fixing a lot of the base game's bugs you have SKSE scripts above everything else (including SKSE Plugins) ..check it positioning (if they load first everything else overwrites them whether they should or not) check the positioning of FNIS Sexy Move (not sure if it works right if it is above FNIS itself) while those are not (probably) the cause of your issue with CD they can cause other issues and need to be checked to be sure that they do not cause other problems.
pnutz78 Posted January 14, 2018 Posted January 14, 2018 3 hours ago, valcon767 said: if this load order is accurate (in the screenshots) you have some other issues as well that should be checked: the unmanaged stuff (base skyrim game) are loading in the wrong order they should load (left pane of MO) 0 - Dawnguard 1 - Hearthfires 2 - Dragonbron 3 - Highrestexturepack01 4 - Highrestexturepack02 5 - Highrestexturepack03 no USLEEP ??? USLEEP is very useful in fixing a lot of the base game's bugs you have SKSE scripts above everything else (including SKSE Plugins) ..check it positioning (if they load first everything else overwrites them whether they should or not) check the positioning of FNIS Sexy Move (not sure if it works right if it is above FNIS itself) while those are not (probably) the cause of your issue with CD they can cause other issues and need to be checked to be sure that they do not cause other problems. Hi Valcon, thx for these general tips- I had this load order forever and was always looking for some general commentary on it. One question though: Unofficial Skyrim Legendary Edition Patch (USLEEP) (https://www.nexusmods.com/skyrim/mods/71316) seems to be for the legendary edition of skyrim only. Is this correct? Since I am running the regular version of Skyrim...
pnutz78 Posted January 14, 2018 Posted January 14, 2018 10 hours ago, Veladarius said: I don't see anything that would cause the issues. After you start a new game are you saving, quitting and reloading the game? DD uis set up so it doesn't fully initialize until the second time a game is loaded. As for the punishment quest, use sqv cdxpunishmentset01 and see if the aliases have been filled or not. If they have been then use startscene xx12ed7a with xx being the load position of CD (hexadecimal value, help cdx and it will be the first 2 digits of anything that comes up). If the properties did not fill then the delivery quest dialogue did not properly complete and start the punishment quest (I have done all I can to prevent this). Running sqv cdxpunishmentset01 before talking to the master after I failed the delivery did the trick- thank you very much :-)
Skullered Posted January 14, 2018 Posted January 14, 2018 2 hours ago, pnutz78 said: Hi Valcon, thx for these general tips- I had this load order forever and was always looking for some general commentary on it. One question though: Unofficial Skyrim Legendary Edition Patch (USLEEP) (https://www.nexusmods.com/skyrim/mods/71316) seems to be for the legendary edition of skyrim only. Is this correct? Since I am running the regular version of Skyrim... Legendary Edition isn't the same as Special Edition. Legendary Edition refers to having all DLCs for the 2011 release (or 'regular version') installed. That is Hearthfire, Dawnguard and Dragonborn, all of which you have installed, meaning you can install USLEEP.
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